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LIBRARY OF CONGRESS. 



f tolfivY. inpjjng|i l^aAa.! ' 
SlielfLB-lS 



'( 



UNITED STATES OF AMERICA. 



WH' 



A 
HC^ISriDjBOOE: 

OF 

DESIGNED AS A BOOK OF REFERENCE 
FOK THOSE 

WHO VroULD PERFECT THEMSELVES 

IX THE 

Modern Scientific Game of Whist. 



COMPILED FROM 

THE BEST AUTHORITIES ON THE GAME, 



BY 






»/ 



■I MAY 2? 



^TEW YORK : 

188-1 



a. 



Copi/rlf/ht, ISSo, 
BY 

Geo. W . Bailey. 



AH riglits reserved. 



A HANDBOOK OF WHIST. 



INTKODUCTIOK. 



In this haiulbook, an attempt is made to eondense, 
arrang:e, and to marshal into a system, all the specifics 
dh-ectlons for phiy that could be found in the works 
of the aekn owl edged masters of the game of whist. 
Tlie object is to present these directions unencumbered 
l)y explanation or discussion, in a form convenient for 
reference. 

Many topics are omitted, in which a novice would 
find instruction necessar3^ 

To the unscientific player, it may seem a perplexing- 
mass of details, — of doubtful authority, and challenging 
a most prodigious effort of the memory. 

But to the genuine student of whist, who has pe- 
rused such works as those of Pole and Cavendish, and 
strives to apply their principles in his play, this Hand- 
book of Reference is offered, to show him at a glance, 
what to do in any given situation, — what to lead, and 
what to play. 



4 IXTKODUCTIOX. 

Tliat which ho i^ expected to gather fi-om these 
paiies, and to hold in nienioiT, is — 

(1.) The point at which one principle or maxim is 

modified by another; and — 
(2.) Where one principle, ceasing to he applica- 
ble, is superseded by another; and, probably, 
• an opposite one. 

To him, as the reason of any play, — or, under slight- 
ly changed conditions, wh}^ a modified or opposite play 
is adopted, — will be suggested the fundamental principle 
of the game; namely, that eacli Iiand is not to be 
played iiidepeiideiitly, but in conjunction with 
tlie partner's band. 

The directions, tables, and synopses of this little 
book, have been so arranged that a solution may be 
r|uickly found to almost any ease of doubt or j>erplexity 
that can arise in the mind of a playei*, during the course 
of a hand. If he will forni the ha])it of fixing in his 
mind the doubtful situation, and of looking it up after- 
ward at an early opportunity; — say, during the next 
deal, or later, — he will in a short time greatly improve 
his play. 

Moreover, it is believed that these tables are so sug- 
gestive of the theory of whist, that any person studying 
them, will find his play rapidly becoming a matter of 
judgment rather than of memory. The relief thus af- 
forded, will enable a player the more easily to keep his 
attention fixed on the fall of the cards, and the more ac- 
curately to infer the position of the cards unplayed. 



INTKODrCTION. O 

As a fitting- eoncliision to tliis introduction the coni- 
l)iler would disc-laini all credit for originality, except for 
tlie design and ;irrangeinent of the matter herein pre- 
sented. 

The authorities on whist are such '- household words,' 
and their works so connnonly in the possession of 
players, that it has been deemed entirely umiecessnry to 
make references to them for the support of eacli in- 
dividual statement. 

THE PLAN OF THIS BOOK. 

The choice of suifs from wliich to lead, is first con- 
sidered. The best, or strongest play is given at the out- 
set. The remaining leads follow in the order of their 
preference. 

Eight directions, applicable solely to the opening- 
player, are lii'st separately presented. 

After these, comes a more general series of twen- 
ty-six directions, for the guidance of any succeeding 
leader. The latter series applies also to instances in 
which the lead is obtained the second and third time in 
the hand. The first series is included in the second. 

Next, of this series of t^venty-six leads, those which 
are general in their character, tire separately discussed, in 
order to set forth in detail what particular ccwd of 
the suit chosen, should be selected for leading. 

Two synoptical tables, one for trumps, (table i.), an- 
other for plain suits, (table iil), have been constructed. 



6 PLAX. 

These furnish, as it were, a bird's-eye view of the rela- 
tion which exists between the strength in a suit, and the 
card which should be led from it. 

Two other tables present in a graphic manner the 
points of difterence in leading from trumps and from 
plain suits. One of these, (TxVBLE iv.), refers to suits of 
five or more; the other, (table A^), to suits of four. 

Table ii. exhibits the many radical differences, as 
well as numerous similarities, in leading trumps from 
suits of four, in the two following circumstances. 
1st, when led originally. 
2d, when led in return of partner's lead, etc. 

The play of the second, third, and fourth hand is 
then separately discussed : and finally the discard. 

Even the most perfect familiarity with all these general 
or minute directions, and the readiest application of them 
in play will not be sufficient to constitute a person, a 
player of the highest rank. Whist is such a rare and 
perfect game, that there will still be left an almost 
boundless, and ever varying field for ingenious infer- 
ences and strategical lines of play. 



THE OPE^ING LEAD. 



THE LEAD. 



I. OF THE OPENING PLAYEK. 

In the opening play the leader has mainly to consid- 
er his own hand. 

In the lead of trumps, however, the turn up card, if it be 
ten or nine, may atfect the lead. Thus — 

A. Ten turned up at right. 

1. From K.f Kv., 9, etc. Lead Kv., Instead of lowest. 

2. " Q., Kv., 9, etc. Lead Q., 

B. Nine lurued up at right. 

3. From Kv., 10, H, etc. Lead Kv., instead of lowest. 
In one instance given by Cavendish, the opening lead en- 
tirely depends on the partner. The leader holds — 

A.. K.. Q.. 3, of diamonds; whicli are trumps. 

9, 8, 6, 4, 3, of hearts. A., K., Q., of spades. 

8, of clubs. Score : Love-all. 

His conclusion is that with ninety -nine partners out of a 
hundred, a heart would be the right lead. But with an 
•* angel" for a partner, one round of trump^" (the Queen) as 
a feeler would be right, and then a lead ot hearts. By the 
change of Suits the partner should understand that he is not 
to return the trurhp lead unless he is very strong in them. 

DIRECTIONS 
FOR THE OPENING LEAD, 

I. FIRST CHOICE. 

Lead Trumps from five or more. — With the 

requisite number of trumps in hand, this lead is general- 
ly considered imperative. And yet when the leader has 
but five trumps, there are exceptions. 

1. When only the odd trick is needed to win or save 
the game. 

2. When the leader is especially weak in plain suits, and 
is at a disadvantageous score. 

II. NEXT CHOICE. 



From four trumps, and either commanding or well 
protected cards in the three plain suits, lead trumps. 



8 THE OPENING LEAD. 

So, also, from commaiidinir strength, with tliree trumps. 

iiieliuling Ace and King. 

Discontinue,. liowever, tlio triinip lead if partner tarns 
out very weak in them, and your go(H\ cards in plain suits 
are only •' well protected." 

Til. NEXT CHOICE. 



Holding four trumps with Ace at the head, a strong- 
head sequence, (sa.y. A., K., Q., etc.,) in one plain suit; 
and a probable trick, (say, K., guarded,) in another 
suit, — lead triiiiips. 

Do not, however, part with Ace of trumps until the third 
round of the suit. 

IV. NEXT CHOICE. • 

Lead from your strongest plain suit of five or 
more. 

V. NEXT CHC^ICE. 

Lead fioni your strongest jjlahi suit of 
four. 

If headed only by an eight or nine, it would be bet- 
3r to lead fron 

VI. NEXT CHOICE. 



Lead truiiii>s from good suit of four, if jonv only 
other recourse would be to lead from a disadyantageous 
siut of three. 

VII. NEXT CHOICE. 



Open your most advantag'eous weak suit. 

The term ' advantageous' as here applied to weak 
suits, is fully explained in- the detailed discussion of 
this Direction. 

Vm. EAST RESORT. 



With a poor hand, and the score being desperate, 
lead trumps. 



DIR?:OTION.S FOR LEADING. 9 

II. COMPLETK 
DIRECTIONS FOR LEADING. 

We shall geiieiallzft still further, and hitroduee in 
their proper order, the leads for succeeding players, de- 
pendent somewhat on the score, on the fall of the cards, 
on the previous play or lead of the partner, and on 
the inferences drawn from the adversaries' leads 
or play. Discards are also valuable '' pointers" in de- 
termining the lead. Broadly stated, THE PLAYEK 
SHOULD EITHEK LEAD TRUMPS OPt OPEX HIS 
STPtOXGEST SUIT. 

We cannot overlook the necessity of stating that the authori- 
ties uniformly and einpliaticallj- cf)nflenin the lead from a si n- 
ghi-card plain suit, in the liope of utilizing low trumps in the suc- 
ceeding rounds of thfit suit. The chances are that nothing will 
be gsiined thereljy; and much rnaj- be lost, by uefkuhing other 
and Ijctter leads to this metliod of making a trick or two early 
in the hand. 

The directions already given for tlie leads of an 
opening player will he repeated; for the purpose of 
numbering all together in a seiies. 

We would impress upon the reader that these leads 
are arranged in the order of their pi'eference. Evidently 
but one direction can be followed at a time. That one 
should be chosen, coming earliest in the series, which is 
applicable to the leaders hand, to the state of the game, 
and especially to the partners knowledge of the game. 
It would certainly, then, be useless to attempt any fine 
]>lav, wherein the possible advantage to be derived, 
would be neutralized by the confusion caused in the 
mind of the partner. Better also for any one to play a 
simple game, that is thoroughly understood, than to at- 



10 DIKECTIONS FOK LEADING. 

tempt to follow a direction, though iiiven early in the sto- 
ries, wliieli is rather heyond his experience in the game. 
Therefore, as soon as yon iiet tlie lead. — 

I. 

Lead trumps from five or more. — i^vo 

exceptions have been stated, and others will be noted, in 
which a lead of trumps from jice onh/^ without other 
strength, would not be the best play. 

1. As original leader. 

a. Wlien you need onh^ the odd trick to win or 

save the game. 

b. AVhen the live trumps are small, and you are 

especially weak in plain suits, and at a 
disadvantageous scoie. 

c. The following is an exception to Direction 1., 

and also to the ordinary lead from the long 
suit. 

r 1). (5. 4, a, 2, of trumps, 

^^^•^'^" ] Ace. \ in plain suits. 

[ A.,^. (5. 3, 2, ) 
8eore : Leaiier, 3; < pixnienls, 2. 
F. H. LeAvis led the three' of the long plain 
suit.— bee Proctor's Whist, page 159. 

2. ^Vhen not the original leader, and the play shows 

that your partner has no good suit, while your 
own hand is weak outside of trumps. 

Moreover, note the i>rinoiple that at the seon» of 
toui-all (five beiuir the game) it is exceedingly 
hazardous to lead trumps. 

AVith six trumps, or live trumps and an established suit. > ou 
should trump a certain winning card of au adversjiry, and then 
lead 1 rumps. 

But from live trumps, of which you have usetl one to get the 
leail, a trump lead cannot be ventured from the remaining four, 
unless you have a strong hand (see Direction III.); or unless 
you can infer strength in your partner's hand. And certainly not 



DIRBCTIOXS FOE LEAMXG- 11 



:frilber»dTeffauT9hov3 9lFai^tknitnnB]i». OMipKre ml9o the 
pSay of Uie second, tkird mmd fiowth bands, i 



n. 

Force ymir pamn^-r ^ ~ > : j ^ - ::: ~^'^. h ^i^ 

niii«^canl. — 

1. If you are .strongr in tnunps. 

a- Holding five or more. 

b. ** four tnimp^ nro beii^ honcirs. 

c With even four weak tramp?, if yoor part- 
ner has shown weakness in tramps, or the 
adversaries, strength m them : or if yoa 
and yoar partner are evidently weak in 
plain soits. 

±. When weak in tramps, as follows : 

A. Wben the rartner not havn^ indicated strengtli, 
asks for a foree. 

b. When rbe pos^ition ^>ows a cmssc-mfr. 

c. Whe** the akdverfoirierss have s|«i:ttaLle<l. 

d. To winor^oivethe ?ssvme^ when yoa are n*>r very 

sue of making the trick any other way. 

Except as tbn^ st:ite-i. Do not force your partner, 
if you are WEAK in trumps. 

Occasions for leading s<o as to i.»r«^ the partner, thoo^ some- 

^"n- tv^/ ^ - ,-^-^- T -- MHt-r the i4iiyt-r has le*l ori«rinal- 

:ie< otHerwis^ «»ceoTS, and lb<i*n 
f e"mioion ones it nrquire:* to be 

III- 

With f oar tramps, and either commanding or well pro- 
jected cards in the three plain salts, lead trumps. So, 
ilso, from commanding strength, with three ininips, in- 
lading Ace and King. 

r»i*coiiTliiue. however, the tramp lead if partner turns 
-t Tery weak in them, and yoar good cards in plain s>iiit^ 
are only well protected. 



12 



DIRECTIONS FOK LEADING. 



The rule is here liiviiled so as to iiickide the lead of an opening 
player. 

But a succeeding" player, with commanding' cards in 

the three plain suits, may lead trumps even from three, 

if he can infer strength in trumps in his partners hand, 

or adversaries' weakness in them ; as for instance : — 

If one adversary lias led a plain suit, and the other has not 
signaled. 

Further, with a long suit perfectly established, and 
winning cards in the two other plain suits, a trump 
may be led even from two. 

IV. 

Holding four trumps with Ace at the head, a strong 
head sequence, (say. A., K., Q., etc.,) in one plain suit; 
and a probable trick, (say, K., guarded,) in another 
suit, — lead trumps. 

Do not, however^ part with Ace of trumps until the third 
round of the suit. 



V. 
FTolding but one trump, but having strong cards in the 
three plain suits, lead tJie trump siiig"letoii, if your 
partner dealt. 

VI. 

Lead trumps :— 

1. In return of partner's lead of trumps. 

" Sudden illness or default in trumps" are said to 
be the only excuses for failure in this regard. But 
this must'be taken cum grano salis. 

2. In answer to partner's call for trumps. 

3. If he has refused to trump an adversary's certain 

winning card. 

4. If he has refused to overtrump. 

5. If he has discarded an honor. 



DIRECTIONS FOR LEADING. 13 

YII. 

If the adversaries have developed a cross-rulf 
a<^aiiist you; i. e., each trumping- a different suit, lead 
triiiiips;. and get out two rounds if possible. 

VllL 

You holding the best trump, and the adversaries but 
one other, lead the best trump to bring down that 
one, — 

1. When you have an established suit. 

2. When your partner has an established suit, and 

you can put the lead into his hand. 

3. If the adversary who holds the last trump, has 

also an established suit. 

Thereupon, lead your established suit, or give your 
partner the lead. 

Do not lead the best trump to extract the last 
trump from an adversary, if he holds a card in his part- 
ner's established suit, by which he might throw the lead 
into that partner's hand; and if you are without an estab- 
lished suit. 

IX. 

When yoii or your partner have led trumps, 

and your left hand adversary renounces, discontinue the 
trump lead, and adopt the next best lead in this series. 

Sometimes it is well to continue your trump lead 
through a left hand adveri^ary after his partner has re- 
nounced them. 

On the same principle, when the adversaries are leading- 
trumps; if you, as fourth player, have won the first 
round with a ten-spot, or cheaper, and still hold Ace, 
Kv., etc., lead a low one. 



14 DIRECTrONS FOR LEADING. 

X. 
Lead the winning- card of a plain suit which has 
been ah-eady led once. 

Follow this direction, especially if you. can thereby force 
the strong trutnp hand of an adrersary. But do not 

follow it, if it gives the adversary with the strong trumps 
a chance to discartl, and the other a ch-ance to trump. 

Holding Ace and Queen only, of a plain suit led by 
your partner ; if you win with the Queen, follow the di- 
rection above stated, and lead Ace at once. If the suit 
was led by an adversary, hold the Ace. 

But see C. 8, under Play of the Second Hand in Plain 
Suits. 

Bv winuing the first round with the Ace, or other best card, 
and then leading a card which would have taken the trick, you 
may signify that you hold all the Intermediate sequence. 

xr. 

Two rounds of partner's suit being out, — (1) if it is es- 
tablished, or (2) if partner has shown weakness in 
trumps (say, by not forcing \m)u, or otherwise), — lead 
trumps from even weak suit of four, if you hold good 
cards in the other two suits. 

xir. 

Tf the adversaries have le 1 trumps, and your partner 
has renounced, it is often right to endeavor to weaken 
the adversaries by continuing their trump lead. 

xiir. 

Suppose adversaries have led trumps, and your game is 
desperate, lead from your weakest suit. Your 
partner should tinesse deeply in it, and should lead his 
weakest suit. Compare note on page 9. 
XIV. 

Lead from your strongest plain suit of five or 
more. 



DIRECTIONS FOR LEADING. 15 

XV. 

Lead from your strongest plain suit of four, 

headed at least b}^ an honor. Compare XXI. 

XVI. 

Your lon^ suit being- established, if neither adversary 
has led or called for trumps, leatl trumps from suit 
of four. 

XVIT. 

Return partner's lead in a plain suit.— This is 

ordinarily a matter of course, if you hold the best card 
in it (compare Direction X.) ; or if you hold only one 
more and are short in trumps, and especially if you have 
not a good long suit. 

But if partner evidently led from a weak suit, and you have no 
strength in it, do not return the lead. So, also, if you have won 
his lead chenply, the leturn of the lead will hardly be advisable. 
Direction XV III., or XXIII., would be preferable. 

As a general principle, if jon have any strength, — 
trumps, or a long suit, — lead from it, and thus infoi-m 
your i^artner, before returning his lead in a plain suit. 

xvin. 

Lead up to a weak fouith hand; or lead through a 
strong second hand; i. e., strong or weak as regards only 
the suit you are about to lead. 

The fii-st alternative is preferable to the second, and is 
often a good lead when you, fourth hand, have won vejy 
cheaply a trick in your adversary's suit. — See Direc- 
tion IX. 

XIX. 

Lead a '^ thirteener,'- if you have good trumps, but not 
the command in them. 



16 DIRECTIONS FOR LEADING. 

XX. 

Suppose 3^011 have all the remaining- trumps : your 

partner's suit is established, but you have none of them 

to lead. If obliged to open a fresh suit headed by King, 

Queen, or Knave, lead the liig'liest irrespective of the 

number you hold in the suit. 

This is called Deschapellk's Cour. It may be defeated if 
an adversary, liolding Ace, reserves it until the second round 
of the suit. 

XXI. 

Lead from a suit of four, not containlnj^ an 
honor. 

XXII. 
Lead trumps from a good suit of four, if your onlj^ 
other recourse would be to lead from a rather disadvan- 
tageous suit of three, or an especially weak suit of four. 

XXIII. 

Open your most advantai^eous weak suit. 

XX [Y. 

With a very poor hand, and the score being desperate, 
lead trumps. 

XXY. 

Tow\ard the end of a hand, — holding a long suit not 
yet led, headed by a Queen or Knave, which can only go 
around twice on account of trumps still out, — treat it as 
a short suit, and lead the highest. 

XXVI. 

Where a suit can go around but once, and you have 
not the winning card, lead your lowest. 

LASTLY. 

Use your best judgment, and do not try to follow these 
directions too literally. 



THE CAKD TO LEAD. 17 



THE CARD TO LEAD. 

V DIRECTION I. IN DETAIL. 

(See pp. 7 and 10.) 

The niaiiag'einent of trumps is, perhaps, the 
most difficult — certainly the most important — of all 
points at whist. The skill of a player is shown more 
in the selection of ^' the proper moment when trumps 
should be led, or the enemy's strength in trumps reduced 
by forcing", or their lead of trumps delayed by properly 
placing the lead, than by any other parts of whist 
strategy." 

Evidently, the primary object in leading trumps is to 
exhaust the adversaries ; and, secondarily, to make 
tricks, either with or \yithout the partner's assistance. 
Tlie ultimate object of the lead is to defeat the adversa- 
ries' high cards, or long suits, by trumping; and by thus 
getting the lead, to make good your own or partner's 
high cards and long suits. 

The defence of the ireaU side consists in cleliij'ing the tinimp 
lead by chanj^ing snits; by stopping tbe lesitl tit any risk; by 
forcing; by ruffing fi'eely; and by retaining the command as 
long as possible in the adversaries' suits. 

If you are leading trumps and }- our partner renounces, 
it is generally advisable to continue. If an adversary 
renounces, it is generally best to discontinue, and to try 
and make your and your partner's trumps fall separ- 
ately. Sometimes, however, when one adversary 



18 THE LEAD OF TRUMPS. 

renounces, a trump lead, through the other adversary 
who still holds trumps, may be advantageous. 

So, also, when an adversary is leading trumps, and his 
partner renounces, or plays a low card third hand, — a 
trump lead, particularly from the weak trump hand, 
through the adversary who originally led trumps, may 
be advantageous (see Directions IX. and XII.). But not 
if the w^eak trump hand has a fair chance to make his 
short trumps by ruliing; nor if he can lead winning cards 
to force the strong trump hand of the adversary. 

In trumps, it will be noticed that a more backward 
game is pla3^ed than in plain suits. The best card is re- 
tained as long as possible, in order to avoid losing the 
command of the trump suit. — See C, page 20, for nota- 
ble exam]3les of this principle. 

Trump lead from five or more. — The various 
com])inations of the live or more trumps can be arranged 
in three classes, according as the suit is headed — 

1. By a single card. 

2. '" two cards in sequence. 

3. '' three cards in sequence. 

The proper card to lead depends on the strength you 
hold in the suit. This relation, or dependence of the 
lead upon the strength of the suit, may be best studied 
from a synoptical table. It is veiy clearh^ shown by 
the regular gradation of the hands in the third column 
of Table I. ; also for plain suits, in Table III., p. 24. 

In the first and second columns of the table, the reg- 
ular gradation is interrupted on account of the modi- 
fying force of a second principle; namely, the neces- 
sity of taking no risks of losing the command in the 
trump suit. 



THE CARD TO LEAD. 



19 



TABLE I. 



TRUMP LEAD FROM FIVE. 



1. 

SINGLE CARD 
AT HEAD. 


•2. 

SEQUENCE OF 
TWO. 


3. 

SEQUENCK OF 
THKEE. 


Lead lowest of 
the sequence. 


A. 
A 


, K., Jvv., etc. 
, K., and five low 
ones. 


A.,K.,Q.,etc. 
K.,Q.,Kv.,etc. 


A.,Q.,Kv., etc. 
A., Q., 10, 9, etc. 
A.,Kv.,10, 9, etc. 
K., Kv.,10, etc. 


-©a^ Lead lowest of the 
under sequence. ^^^ 


Ace and six low ones. 


K. 
K. 

Q. 


Q., 10, etc. 

Q., and live low ones. 

Kv., 9, and three low 

ones. 


Q., Kv., 10, etc. 
Kv., 10, 9, etc. 
10, 9, 8, etc. 



Lead highest of the sequence (or highest). 



A., Q., 10, etc., without 

the 9. 
A., Q., etc., below 10. 
A., Kv., 10, etc., without 

the 9. 
A., Kv., etc., below 10. 
A., etc., below Kv. 
K., Kv., etc., below 10. 
K., etc., below Kv. 
Q., etc. 
Kv., etc. 
10, etc. 
Etc , etc. m 



9, 8, 7, etc. 
8. 7, C, etc. 
Etc., etc. 



A., K., and less than live 

low ones. 
K., Q., and less than five 

heiow 10. 
Q , Kv , 9, and less tliai 

three low ones. 
Q . Kv., and low ones. 
Kv . 10, etc. 
10, 9, etc. 
9, 8, etc. 
Etc., etc. 



Lead lowest. 



For a comparison of the lends from suits of five or 
more in trumps, and in plain suits, see Table IV. 

The above facts will now be presented in the some- 
what clearer form of (^'eneral directions. 



20 THE CARD TO LEAD. 

TRUMP LEAD FROM FIVE OR MORE. 

A. With strong head sequence; or with high card at 
head, supported by an under sequence. From — 

1. A.,K., Q.,etc., 1 

2. K.,Q.,Kv.,etc., 

3. A.,Q.,Kv.,etc., [ , .. ^ x ^.^ .. 

4 A Q 10 9 etc '' \eSLd fowest Of the (head or 

.5: a:; Kv., 10V9, etk, I "^"^^^'^ sequence. 

6. K., Kv., 10, etc., J 

B. With a lower sequence at the head of the suit. 

1. Q.,Kv., 10, etc., >; 

2. Kv., 10, 9, etc., I 

3. 10,9,8. etc., \. lead highest of 

4. K, Q , 10, eto., I sequence. 

5. Q., Kv., 9, and three otbers, j 

C. With a strong, and very long suit. 

1. A. and six low ones, ^ 

2. A., K., and five low 'y lead high ones, then lowe&t. 

ones, j 



3. K.,Q., and five j 
low ones, j 



lead K. then low if K. wins. 



D. From A., K., Kv., etc., lead K. Then clian^e suit to 

finesse on the next rouTid, 
nil less Q. was turned np at 
the left; 01 unless you want 
to <j;et two rounds out imme- 
diately.— See Vn.,p. 13. 

E. In other cases lead lowest. This will include: 

1. Ace, with less than six low ones. 

2. A., K., with less than five low ones. 

3. A., Q., etc. ; hat not A., Q., 10, 9, etc. 

4. A., Kv., etc.; hut not A., Kv., 10 9, etc, 

5 K., Q., with less than five low ones; hut not K., Q., 10, etc. 

6. K., Kv., etc. ; hut not K., Kv., 10, etc. 

7. K. and low ones. 

8. Q. and low ones. 

9. Q., Kv., and low ones; hut not Q ,Kv., 10, etc. 

nor Q., Kv., 9, and three low ones. 



TPtLMP LEAD FIIOM FIVE. 21 

'I'here are a few moclifieatioiis of the original trump 
lead on account of the turn-up card. 

1. Queen turnefl np at left. 

From A., Ktu, 10, f>, etc. Lead A., then Kv., instead 
of lowest of sequence. 

2. Knave turned np at left. 

From A.f Q,, 10, 9, etc. Lead Q,, Instead of. lowest 
of sequence. 

3. Ten turned up at right. 

From K,f Kv., 9, etc. Lead Kv., instead of low^est. 
'' Q.,Kv.,9,etc. '• Q., «' " " 

4. Nine turned up at right. 

From Kv., 10, 8, etc. Lead Kv., instead of lowest. 

DIRPXTION III. IN DETAIL. 

(See pp. 7 and 11.) 

Trump lead from four. — Follow the same direc- 
tions, in detail, as are given under Direction I., for lead- 
ing from five or more. This lead should be carefully 
distinguished from the leads included under A., in Direc- 
tion yi. 

Direction IV. is a lead from four trumps,— explained ahove in 
detail. Direction V. is the lead of a trump singleton. 

DIRECTION Vr. IN DETAIL. 
(See p. 12.) 
The lead of trumps— in return of partner's lead ; 
in answer to his call ; if he has refused to trump a win- 
ning card, or to overtrump ; or if he has discarded an 
honor. 

A. Holding four or more trumps. 

1. From any three honors, ^ 

oi from \ lead highest. 

Q., Kv.,10, etc., j 

2. From any other four trumps, lead lOWeSt. 

B. Holding less than four. 

Lead highest; and if it wins, the next. 



22 



RETURN OF TRUMP LEAD. 



These directions are based on the principle of furnishing to 
the partner as much assistance as possible; while in Direction 
III. tlie object is to retain the command, and to get as much as- 
sistai»ce as possible from the partner. 

Wherein these purposes result in the same, or in different 
leads, will be shown in tlie table. 

TABLE II. 

COMPARISON OF TRUMP LEADS. 



LEAD 

AS l^IRECTED 

IN III. 



LEAD AS 

IJIRECTED 

IN VI, 



4-> 

§?1 


A.,K.,Q.. etc. 
K., Q.. Kv., etc. 
Q.,Kv.,10, etc. 
Kv.,10, 9, etc. 


Lowest of Sequence. 

Highest. 
Highest. 


Highest, 

Highest. 
Tsorvest. 


r- ^ C3 
4-''"' 

O 


10, 9, 8, etc. 
9, 8, 7, etc. 
8,7, 6, etc. 
Etc., etc. 


Lowest. 


Lowest. 







A.,K.,K\ 


., etc. 


K., and change suit. 


IlighesU 


o 




A., K., and two low 


Lowest. 


Lowest. 


^ 










4j 




K.,Q.,]0, etc. 


Highest. 


T'owest. 


O 


cu 


K, Q , and two low 
ones. 


Lowest. 


Lowest. 


^ 




Q.,Kv., ^ 












or 












lower 
seq. 

two. 


and two 
' low ones. 


j Lowest. 


Lowest. 



c3 

O d CD 

fc£ r^ 



A.,Q.,Kv., etc. 

A., and three low 

ones. 
K.. Kv., 10, etc. 
Other suits of four. 



Lowest of Sequence" 

Lowest. 

Lowest of Sequence. 
Lowest. 



Highest of 
the suit. 

Lowest. 

Loirest, 

Lowest. 



THE LEAD IN LONG PLAIN SUITS. 23 

DIKECTION VII. IN DETAIL. 

(See p. 13.) 

Lead of trumps to stop a cross-ruff— getting out 
two rounds if possible. 

1. Holding highest trump, lead it. 

2. Holding four or more, follow the directiou in 

detail under I. and III. 

3. Holdiug three, follow Dh-eetion XXHI. 

4. Holding two, lead highest. 

Directions VIII., IX., X., XL, XIF., are either specific in their 
nature, or may he referred to those already given in detail. 
Direction XIII. is a lead f I'om ' the weakest suit.— See XXIII. 

DIRECTION XIV. IN DETAIL. 

(See pp. Sand 14.) 

Lead from a plain suit of five or more.— The 

princii)le of broadest application is to lead the lOAvest 
but one — in order to retain the eoniniand, and to receive 
partner's assistance, with the ultimate object of estab- 
lishing the suit, and of making tricks with the long cards 
in it. Frequently", however, this latter purpose has to 
be given up, and a defensive game plaj^ed (see p. 17). 
This happens when the adversaries show numerical 
superiority in trumj)s, or a strong hand. 

Compare the lead of loivest from a plain suit of four. 
When the snit is headed by sufficient strength, an op- 
posite principle obtains; i. e., of leading the hig'hest 
(or a high card). 

The following table presents these principles dis- 
tinctly, and shows the limits of their application. 



24 



THE LEAD IX LONG PLAIN SUITS. 



TABLE III. 

PLAIN SUIT LEADS FROM FIVE OR MORE. 



1. 


2. 


3. 


SINGLE CAKD 


TWO IN 


THREE IN 


AT HEAD. 


SEQUENCE. 


SEQUENCE. 


A. and four or more 

others. 
K., Kv., 10, etc. 


A., K., etc. 
K.,Q.,etc. 
Q., Kv., 9, and three 
others. 


A., K., Q., etc. 
K., Q., Kv. etc. 
Q., Kv., 10, etc. 
Kv., 10, 9, etc. 


In the above, lead the highest (or a high car J). - 


K., Kv., etc., below 
the 10. 


Q., Kv , 9, and less 
than three others. 


10, 9, 8, etc. 
9, 8, 7, etc. 


K., etc., below Kv. 


Q., Kv., etc., below 9. 


Etc., etc. 


Q., etc., 


10, 9, etc. 




Kv., etc. 


Etc., etc. 




10, etc. 






Etc., etc. 






Lead lowest but one. 





The directions embodied in the table, will now he pre- 
sented in another form, with particulars as to the second 
Jead in the suit. 

A. With sequence of three at the head of the suit. 

1. From A., K., Q., etc., lead K., then Q. 

2. " K., Q., Kv., etc., lead lowest of the sequence, to force 

out the Ace.— See 3d Hand I., 2 and 8. 

3. B^rom Q., Kv., 10, etc., ^ 

(see also 7) j> lead the highest. 

4. '' Kv.,IO, 9, etc., J 

B. With sequence of two at head of the suit. 

5. From A., K., etc., lead K., then A.; with Kv., also, lead low 

(third round) if Queen does not fall. 

6. " K.,Q.,etc., ^ 

7. " Q.,Kv.,9,andthree > lead the highest; 

, then, in C, the lowest : in 7, the Kv. 

low ones. J . , . . 



Till-: LEAD IN LONG PLAIN SUITS. 25 

C. Variations of 1 and 5. 

a. If the leader lias pi-eviously trumped a suit, lie should lead 

Ace, then King, instead of vice versa. 
1). From A., K., with Kv., etc., sometimes the suit is changed 

after leading the King (compare I), page 20). With good 

trumps, it is better to continue the suit. 

I). Aee (alone) at the head, supported by other strength 
in the suit. 

8. From A , Q., Kv., etc., 1 

9. '« A., Q., 10, 9, etc., ). ]ead Ace, then lowest of seq. 

10. *' A.,Kv.,10,9,etc., J 

From A., Kv., 10, 9, etc., some lead A., then Kv. 

11. From A., with four others: 1 

even \ lead Ace, then lowest. 

12. *' A., Q., and 3 low ones. J 

E. King (alone) at the head, supported by other strength 

in tlie suit. 

13. From K., Kv., 10, etc., lead 10, or lowest of sequence. 

F. In all other cases lead lowest but one.— This will 

Include : 

1. Xo cases of more 1 

and } than two honors. 

2. All cases of less J Except Kv., lO, 9, etc. 

8. With two honors in sequence, only — 

Q., Kv., etc.; but not Q., Kv., 10, etc. 

nor Q., Kv., 9, and three low ones. 

4. With two honors not in sequence, the following: 

a. A-ce, Q., etc., 



but not wnth 10, 9, also. 

b. Ace, Kv., etc., 

c. K., Kv., etc., but not with 10, also. 

In suits of live or more, the lowest but one (the penul- 
timate) is led; from suits of four, the lowest. 

This important convention should not be neglected. It 



26 



DIliECTION XIV. IN DETAIL. 



enables your partner to infer exactly how many you 
hold, and, after two or three rounds nre out, the probable 
position of the remaining cards in the suit. This infor- 
mation may easily be worth one or more tricks late in the 
hand, although it may make no difference whatever in 
the trick in which the low card is played. 

TABLE IV. 

COMPARISON OF LEADS FROM SUITS OF FIVE 
IN TRUMPS AND PLAIN SUITS. 



A.,K.,Q., etc. 
A., K., Kv., etc. 

A., K. , and less than five 

others. 
A., Q., Kv., etc. 

A., Q., 10,9, etc. 

Same, with Kv. at left. 
A., Q., and low ones. 
A.,Kv.,10, 9, etc. 

Same, with Q. at left. 

A., with less than six low 

ones. 
K., Q., and less than five 

others. 
K.,Kv„9, etc. 
Same, with 10 at right, 
Q., Kv., 9, and less than 

three otlieis. 
Same, with 10 at right. 
Kv., 10, 8, etc, 
Same, >vith9 at right, 
10, 9, 8, etc. 



THE LEAD IN 
TRUMPS. 



THE LEAD IX 
PLAIN SUITS. 



Lowest of seq. 

K., and change 
suit. 

Lowest butTone. 
Lowest of seq. 



Queen. 

Lowest but one. 
Lowest of seq. 

A., theuKv. 
Lowest but one. 

Lowest but one. 

Lowest but one. 
Knave. 
Lowest but one. 

Queen. 

Lowest but one. 
Knave. 
Highest. 



K., then Q. 
K., then A. 

(but see p. 25.) 
K., then A. 

A., then lowest of 

sequence. 
A., then lowest of 

sequence. 

A., then lowest. 

A., followed by 

lowest of seq. 

A., tlien lowest. 

K., then low, if it 
wins. 

Lowest but one. 
Lowest but one. 



Lowest but one. 
Lowest but one. 



THE LEAD FKOM PLAIN SLITS OF FOUR. 27 

The differences in leading from trumps and from plain 
suits, as exhibited in the preceding table, may be ex- 
plained under three heads. 

L The certainty of making tricks with high trumps. 

2. The necessity of making tricks early with high cards in 

plain suits, and of not losing them to adversaries^ trumps. 

3. The necessitj^ of keeping the commnnd in trumps, after 

two or three rounds, even thougn one adversary should 
be found strong in them. 

DIRECTION XV. IN DETAIL. 

(See pp. 8, 15, and 16.) 

The lead from a plain suit of four.— In general 
the lead is the same as from a plain suit of five or more, 
and depends on the same principles (see p. 23) . In lead- 
ing a low card, the lowest is led instead of the lowest 
hut one. See under F, p. 25. 

Besides this general vai-iation, there are a f (nv special 
differences, which are exhibited below, and with which 
are compared the leads from corresponding cases of five 

or more. 

1. From A., Q., Kv , and one other, lead Ace; then Queen; 

then low, if both win. 
With more low ones lead Ace; then lowest of the sequence. 

2. From A., Q., and tivo low ones, lead lowest. 
With more low ones, lead Ace; then lowest. 

3. From A., Q., 10, 9, or A., Kv., 10, 9, lead 9. 

With other low ones, lead Ace; then lowest of the 
sequence. 

4. From Ace, and three low ones, but not Kv., 10, 9, lead 

lowest. 
With other low ones lead Ace, then lowest. 

5. From K., Q., Kv., and one other, lead K. ; then Q. ; then low, 

if both win. 
With other low ones, lead Kv. (or lowest of sequence). 



28 



DIUECTIOX XV. IX DETAIL. 



TABLE Y. 



COMPARISON OF LEADS FKOM SUITS OF FOLK 
IN TRLMPS AND PLAIN SUITS. 



FROM 


THE LKAI) IN 
TRUMrS. 


THE LEAD IN 
PLAIN SUITS. 


A.,K.,Q.,etc. 


Lowest of seq. 


K., then Q. 


A., K.,Kv., etc. 


K., and change 

suit. 


K., then A. 
(but seep. 2,5). 


A., K., etc., below Kv. 


Lowest. 


K.,then A. 


A., Q.,Kv., etc. 


Lowest of seq. 


A., then Q. 


A., Q., 10,9. 


9. 


9, i. e. the, same. 


Same, with Kv. at left. 


Q. 




A;,Kv.,10, 9. 


9. 


9 (or A., then Kv.). 


Same, with Q. at left. 


A.,thenKv. 




K., Q.,Kv., etc. 


Kv. 


K. ; then Q. ; then 
low, if both win. 


K., Q., etc., below 10. 


Lowest. 


K.; then lowest. 


K.,Kv.,9. etc. 


" 


Lowest, i. e., yame. 


Same, witli 10 at right. 


Kv. 




Q., Kv., 9, etc. 


Lowest. 


Lowest, i. e., same. 


Same with 10 at right. 


Q- 




Kv., 10, 8, etc. 


Lowest. 


Lowest, 1. e., same. 


Same, with 9 at right. 


Kv. 




in, 9, 8, etc. 


Highest. 


Lowest. 



DIRECTION XV IL IN DETAIL. 

(See p. I.).) 

lieturii of partner's lead in a plain suit. — It is 

essential to note the qiialifi'v*ations already stated (p. 15), 
before adopting this lead. 

1. Holding' the best card, return it at onee. 

2. Holding the second and third best, return the 

highest. Otherwise — 



KETUKN OF rAKTNER-S LEAD IN A PLAIN SUIT 2!) 

3. With three or more of the suit, yet remaining in 

your hand, return the loAvest. It matters 
not how many cards you may have previously 
discarded from tlie suit. 

4. \V ith less thjin three, return the hig-hest. 

DIRECTION XVIII. IN DETAIL. 

(See p. 15.) 

The lead up to a weak fourth hand ; or 
through a strong second hand.— rhe first alterna- 
tive is preferable to the second; but the leader should be 
wary of inferring a weak fourth hand merely from his 
discard. 

1. Holding best card, lead it. 

2. ^' second best guarded, lead low^ one. 

3. '-'- *' and third best, lead highest. 

4. Ill all other cases lead the lowest. 

Directions XIX., XX., XX[., XXII. (see p. 16), are eitlier specific 
in their nature, or may be referred to those already given in 
tletail. 

DIRECTION XX III. IN DETAIL. 

(See p. 16.) 

The lead from a weak suit. — This being one of the 

last resorts of the leader, the object should be to do as 

little harm as possible. The best suits to open are about 

as follows, — the most advantageous ones being given first. 

1. From Q., Kv., 10., lead Q. ^ 

Q.,KY.,etc., " Q. } _ .^ . ,. 

' If It wins, then the next 



3. - Kv.,10,9, - Kv. I highest. 

4. '' Kv., 10, etc., '' Kv. 



so DIRECTION XXIII. IN DETAIL. 

A lead from any one of the above fonr weak suits wonld 
he better than a lead from a four-card i)lain suit headed 
hy an eight or nine. 

5. From A., K., Q., lead K., then Q. 

6. ** A., K., etc., '« K., " A. 



7. '' K.,Q.,Kv. 

8. *• K., Q., etc.; 



lead K., then Q. 



9. " A., Q., Kv., lead A., then Q. 

At about this point of division, it would be better to 
lead from four good trumps than to open one of the fol- 
lowing weak suits of three. 
10. From A., Kv., etc. ^ 



11. 


" K., Kv., etc. 


12. 


• A., Q., etc. 


13. 


" A., etc. 


14. 


** K., etc. 


15. 


*' Q.,etc. 


16. 


** Kv., etc.. 


17. 


** Etc., etc., 



V 



In general, lead lowest. 

But if there are probable indica- 
tions of strength in the suit in 
partner's hand, lead highest. 

lead Kv. 
** highest. 

A suit of two cards is very disa lvanta«:eous to lead 
from. The play could be justified oidy as a forced lead. 
Concerning the lead from a single card in a i^lain suit, 
see page 9. But compare XIII., p. 14. 

DIRECTION XXiy. IN DETAIL, 

(See p. 16.) 

The lead of trumps from a very poor hand, when 
the score is desperate. 

Lead as explained in IV., i. e., to assist your partner. If he 
does not happen to hold a good hand, the game is certainly 
lost. 

Directions XXV. and XXVI. are fully stated in their place in the 
series on page 16. 



THE FLAY OF THE SECOND HAND. 31 

THE SECOND HAND. 

I. IX PLAIN SUITS. 

The play of the second hand, in general, depends on the 
strength (in the suit led) which the player holds in his 
liand. Next to this, the value of the card led, whether 
high or low, determines the play. Other causes of va- 
riation may be mentioned. 

1. A special desire to obtain tlie lead. 

2. Weakness in trumps. See play from A., Q., and three low 
' ones (p. 32, C, 6). 

3. When a suit is opened toward the end of a hand. 

A. 

When an honor is led. — 'i'he general rule is to 
<;ovER AN iiONOU LED. The only instances in which 
this should not be done, are — 

1. When the second hand holds K., or Q., with three 
or more low ones. With Ace and three others, 
and live trumps, the Queen might be passed. 

Even in these cases, with a fourchette, that is, the 
next lower and the next higher card than the one led, 
the player should follow the rule, and cover. So, like- 
wise, towards the end of a hand, cover the honor led. 

N. B. With A., Q., etc., play A., on Kv. led. The 
play ofQ. on Kv. led, could only he ventured at the 
end of a hand. (Query : perhaps, also, if you hold Ace 
and Queen only, of the suit). Note, also, that it is sel- 
dom good play to refuse to ])ut A. on K. led, except as 
below stated (see Kemark 2). 



.->2 THE PLAY OF THE SECOND HAND. 

2. Toward tho end of a baud. 

a. Do not pltiy A. on Kv., Q., or even K., of a freshly 
opened suit, led by an adversary who lias all the re- 
maining trumps. — See Deschapklle's Coup, p. 16. 

1). With Ace and four small ones of a suit uot yet 
led, and holding the last trump, do not put Ace on 
adversary's K. or Q., even if they are led separately. 

8. With Queen and one other, throw the Queen to 
Khig led, if you want trumps led. j 

B. 

Tlie lead of ten or nine calls for the same play 
from the second hand, as a low card led. Two slight 
variations only : — 

1. From Q. and one lo\v one, play Q. on 10 (perhaps on 9) led. 

2. " two honors with the 10, play 10 on 9 led. 



c. 

When a low card is led, the general rule is to 
PLAY SECOND HAND Lo^v. The causes, above enumer- 
ated, determine the variations. 



1. With any head sequence of three, 

containing an honor, 

2. With a head sequence of two, 

containing A. orK., 

3. With other head "j 

sequence of two, > with one 
down to 10, 9, J °'"«'' 

4. From the strong tenaces 

A., Q.^ Kv., etc., 
K.,Kv.,10,etc., 

.1. From A., Q., 10, etc. ; also 
6. " A., Q., and tliree low ones, 
if weak in trumps, 



1 



play lowest 

of the 
sequence. 

(Even from A., K., Kv. , 
etc). 



play Queen. 



WHEN A LOW CARD tS LED. 33 

7. From Ace and four or more small ones, play Ace if the 

game he, critical, and you are weak in trumps. 

8. With one honor, singly guarded, play the honor, if you 

specially w^ant the lead. 

From A., Q., only, in the suit led; also fromK., 
Kv. ; j)laij the highest honor, if you want the lead. 

9. At the tenth trick, when, in trumps, you hold best and 

third hestf or second best, fjuarded, over your right hand 
adversary, always play your highest card of a plain suit 
led by him. Throw King to Ace led, even when jo\x have 
another low one. 

10. Toward the end of a hand, if a suit led can go round but 
once, play the Ace second hand. 

Til all other cases, when a low card is led, the second 
' hand, should play low, f olloAving the general rule. 
This will include: 

1. No cases of more 1 

and \ than two honors. 

2. All cases of less j 

Except Kv., 10; or 10, 9; with one other. But see, 
under C above, 7, 8, 9, and 10. 

3. With two honors, the following : 

a. A., Q., with less than three low ones. 

b. *' *' " three or more low ones and strength 

in trumps. 

c. A., Kv., etc. 

d. K , Kv., etc., ^ 

^ ,f "° .„ , I below 10. 

e. Q.,Kv., with two ( 

or more low ones J 

The si|?nal for trumps.— When the player, second 
hand, passes a high card led, or plays low to a low card 
led, he should ordinarily play his lowest. 



34 THE PLAY OF THP^ SECOND HAND. 

But when the player has such strength in trumps and 
in plain suits, either combined or separate, as to be able 
to play a forward game, even without his partner's sup- 
port, if only the partner can bring in trumps, — in such 
case, he should sig-iial for tramps, i. e., he should play 
an unnecessarily high card ; which, being followed in a 
later round by a lower card, will enable the partner to 
infer his strength. 

To trump a trick and thereafter to lead or play a lower 
trump, is a form of the signal : it indicates at least five 
in the hand. 

It is very important that the partner should not con- 
found the regular play of the second hand, from 

Q., Kv., and one other, 
Kv., 10, " '^ 

10, 9, '' ♦' 

with the signal for trumps. When the low card falls on 
the second round, it is not a signal for trumps unless the 
partner can infer that the second hand has not the next 
higher than the card first played. To signal for trumps 
the higher card of the sequence should be played in the 
first round. 

To warrant a signal for trumps, the player re- 
quires greater strength than to lead trumps originally, 
and especially so if the adversaries' score is low. He 
should hold at least, four trumps, two being honors ; or 
five trumps, one being an honor. 

When the player's score is desperate, somewhat less 
strength will warrant the signal. 



I. IN TLAIN SUITS. 35 

AVheii only one, or two, tricks are needed to win or 
save the game, a signal for trumps is especially hazar- 
dous, except from commanding strength. 

But a player (generally third hand) might signal on 
less strength, if his partner*s lead evidently shows a 
strong plain suit. 

The Echo. — Exactly the same convention, as the 
signal for trumps, i e., an unnecessarily high card 
plaj^ed to a trick, followed by a lower card in a later 
round, constitutes the echo, if adopted after partner 
lias led (or begun to lead) trunips, or has sig^naled. 

Four trumps, however small, are sufficient to 
warrant the echo. It enables the partner with the long 
trumps to infer with almost certaintj^, the position of 
every trump out after the second round. 

THE PLAY OF THE 
SECOND HAND AFTER THE FIRST ROUND. 

As a general rule, play the best card of a suit, if you 

hold it. 

■ With great strength in trnmps, yon might pass the trick 
and give your partner a cliance to take it. 

Especially may yon hold np the best card, when the second 
lead of your long suit comes liom an adversary after trumps 
are out. In such a case, play the third best if you hold it. 

With second best, singly guarded, play the higher 
card, if the adversaries are showing a strong hand. 

At the tenth trick (as in C 9, p. 33), when, in trumps, you hold 
best and third best, or second, best, (juat'ded, over your right 
hand adversary, always play your highest card of a plain suit led 



36 THE SECOND HAND.— IX PLAIN SUITS. 

bybim. Throw King to Ace led, even when you have another 
low one. 

THE PLAY OF 
THE SECOND HAND RENOUNCING. 

The second hand, renounchig, hag ^ choice — often 
difficult — between two plaj^s ; whether to discard, or to 
trump the trick. Several things affect the clioice, (1) the 
card led, whether the best in the suit or a low one; 
(2) the strength or weakness of the plaj^er's hand in 
trumps ; (3) the strength of the player's hand, and some- 
times of his partner's hand, in plain suits. 

Wlien a winning' card is led, and especially when 
the adversar}^ leading has coiuplete command in the 
suit, it is generally right to trump the trick. 

1. \Vith six trumps, or with five trumps and an established 

suit, the second hand should trump In, and then lead 
trumps. So, also, with live trumps and commanding 
cards in plain suits. 

In this case, the phiyer should trump with tlie 
lowest but one, so that tlie partner may infer his 
strength when the signal is completed. 

2. When a player and his partner are weak in plain suits, and 

can only play a defensive game, either should truui}:) then 
from four, and even five trumps, but should not there- 
after lead trumps. 

3. With four trumps, as a rule, pass a winnhig card ledy 

unless partner has signaled. Especially pass the trick 
when you have a good suit hand, or one very strong suit, 
or an established suit, and your partner has not shown 
strength in trumps. 

4. W^ith three trumps, or less, trump freely. If the third hand 

can also trump the trick, but partner still holds out in the 
suit, play a high trump, the Ace, if necessaiy. 



THE SECOND HAND.— IN PLAIN SUITS. 37 

When a lo^^ card is led, and it is uncertain 
whether your partner can win the trick, the general rule is, 
Witli fair strength in plain suits, do not trump 

A DOUBTFUL CARD UNLESS YOU ARE WEAK IN TRUMPS. 

Without such strenffth in plain suits, an fl especially if part- 
ner is also weak in them, only a defensive game can be played, 
and you may trump freely even from four or live. 

When As^eak in trumps, and in two suits not likely to get the 
lead, but with a splendid suit which is not likely to be led, 
the second player should trump to get the lead even if he 
knows his partner can take the trick, especially if his part- 
ner's high card is probably sure of a trick in a later round. 

Also, fvom great strenf/th in trunijys, six in all; or with five 
good trumps and an established suit; or, perhaps, with com- 
manding cards if the adversaries have not signaled; the second 
player may trump a doubtful trick and then lead trumps. 

N. B. Do not play the last trump on the second round of an 
adversary's suit. 

The principles governing* the appropriate discard, 
when the second player, renouncing, adopts this choice 
instead of trumping, will be found on page 44. 



II. IN TRUMPS. 

THE PLAY OF THE SECOND HAND. 

On this point, the authorities are not so explicit as 
might he desired. One rule, how^ever, is of prime impor- 
tance, TO RETAIN THE COMMAND IN TRUMPS AS LONG AS 
POSSIBLE, either in your own or in your partner's hand. 
For this reason it is often right to leave the chance of 
the first trick to your partner. But if j^ou are weak, and 
your partner evidently so, stop the lead, at considerable 
hazard, especially if you have strong suits. 



88 THE SECOXD irAXl). — IX TKUMPS. 

A. 

AVhen an honor is led, the general rule is to 
COVER THEHOXOR LED: but the seeoud player ma}' pass 
it (except to stop the lead of trumps) in the following 
eases. 

1. Witli Ace and one other, pjiss the K., led from strength. 

On the K., led in answer to a call, play the Ace, and 
lead the low if you have a good suit hand. 

2. With Ace and tliree low ones,. ..pass the Queen led. 

3. " " " two low ones, 

one being the ten, pass the Queen led. 

4. \^'ith K. and two or more others, pass the Queen led from 

strength. 

5. With one honor, and two or more others, pass the Kv. 

6. With K, and Q., with ** " '* ♦* ♦* " " 

N. B. With Ace, Queen, etc., play the Ace on the 
Knave led. 

B. 
AYlien a Ioav card is led, the general rule is to 
PLAY SECOXD HA>:i) LOW, uulcss it is essential to stop the 
lead of trumps. But — 

1. With three honors. Play lowest of the sequence. But 

or sequence of play Ace, if King is turned up at 

three at head, — the left. 

2. With two honors and the ten, play the ten. 

3. WithK.,Q., and one other, cover. 

" Q.,Kv., «' " 
" Kv., 10, '* " 
« 10, 9, '' «♦ " " 

With A.,K., and one low one; also from K., Q., and two 
more low ones, play low^ 



n 



THE SECOND HAND .—IN TRUMPS. 31) 

4. With either A., K.,orQ., and one low one, play high if 

you wi«h to stop the Jead of trumps. But with Q. and 
another, play hnv if A., or K., be turned up to partner. 

5. With Q., singlj^ guarded, play the Qr, on ten led, 

6. With K., or Q., singly guarded. Play high; hut with the 

and superior honor at the honor at the left, play 

right, low. 

7. With K., or Q., turned up, 

singly guarded, Play the honor. 

THE GRAND COUP. 

If you have five trumps, be on the lookout for an opportunity 
of playing the grand coup; especially if a trump is led at your 
right. This consists in getting rid of a useless trump, 
(1.) By trumping a partner's trick, or — 

(2.) By under-trumping a trick already trumped by partner. 

The object of the Coup is to place the lead in your partner's 

hand at the eleventh trick; as for instance, when you will then 

remain with a inajor tenacef or second best guarded, in 

trumps, over your right hand adversary. 

Another form of the Girmd Coup consists in playing a low 
trump on a trick already trumped by an adversary, instead of 
discarding a winning'card of a plain suit which must ultimat<jly 
be led to you by the adversary holding the long trumps. 

THE PLAY OF THE SECOND HAND 
IN TRUMPS AFTER THE FIRST ROUND. 

With best and two or more others, and especially with 
good cards in plain suits, play low second hand. 

With third best (and others) play the third best, if led 
through. 

In general, play to retain the command as long as i:)OS- 
sible; and, if weak in trumps, to assist your x)artner as 
much as possible. 



40 THE PLAY OF THE THIKl) HAND. 



I 



THE THIRD HAND. 

1. IX THE FIKST ROUND. 

Ill g-enerah play third hand high, and do not finesse 
ill partner's suit; especially not in the first round of 
rrnnips led by him. But in the foUowino; cases the 
third liaiid should play low. 

A. On Queen led. 

1. From Ace and others. 

B. On Knave led. 

2. From A., K., etc., witli strength in trumps, and a good 

hand. 

3. From K., etc., if the second liand renounces. 

C. On the ten led. 

4. From Queen and low ones. 

5. From any two honors not in sequence and other low 

ones. « 

N. B. With Ace and low ones, plaj^ Ace on ten led. 

D. On a low card led. 

6. From K., etc , in trumps, pass even a lov/ card led, if you 

need but one trick to win or save tlie game. 

Xote also the following special plays which should not 
be neglected. 

1. With A., Q., etc., play Queen on a low card led. 

2. With A., Kv., etc., in trumps, and an houor turned up at the 

right, play the Knave, if it covers the play of the second 
hand . 

3. At the tenth trick,— trumps all out,— do not play A., on 

second player's Q., this being the tirst round of the suit. 

Otherwise, play third hand high (or lowest of a se- 
quence), unless the trick belongs to partner, or you are 
unable to win it, or your highest is in sequence with the 
card led. 



THE PLAY OF THE THIRD HAND. 41 

The sig'iial for trumps. — When you play low third 
hand, or are unable to win the trick, play your lowest 
unless you wish to signal for trumps, or to echo. These 
subjects are fully considered on pp. 33 and 35. ^ote the 
statement that the third hand may signal from compa- 
ratively less strength in trumps, if his partner's lead 
shows a very strong plain suit. 

II. AFTER THE FIRST ROUXD. 

General principles in regard to finessing must be taken 
with considerable allowance. The proper play largely 
depends on the inferences drawn from the fall of the 
cards, and somewhat on the score and the strength of 
the hand. The following, however, may be given. 

1. With best and third best, finesse if strong in trumps; 

hat not if second hand renounces, or if partner won the 
first crick cheaply, third hand ; nor if one trick wins or 
saves the game. 

2. With second and fourth best, finesse, especially if the win- 

ning card be at your left. 

3. At the eleventh trick, win it, even over partner's certain 

winning card, if there are out four trumps, held be- 
tween your left hand adv^ersary and partner. 



THE PLAY OF THE 
THIRD HAND KENOUNCING. 

In general, the same principles apply as in the case of 
the second hand renouncing. 

1. With six trumps (if necessary in order to win the trick) , 

you may trump in and then lead trumps. 

2. So, also, with five trumps and an established suit. 



42 THE PLAY OF THE THIRD HAND. 

3. Witli four trumps, and a strong hand; or a 

very strong suit; or an established suit: do not 
trump to win, or overtrump the previous hand, 
unless your partner is evidently forcing you ; or 
unless the left hand adversary is evidently strong 
in trumx^s. 

4. With four trumps and a weak liand, trump a losing card 

led by partner. So, witli five small trumps and a weak 
hand, if i^artner, also, evidently has no good suit. 

5. With weakness in trumps (three or less) trump freely, if 

necessary in order to win the trick. 

6. Pass a "thirteener", if your partner is weak in trumps: 

if he is strong, play as upon a trump led. 

7. Do not trump partner's King (led originally). Let the 

fourth hand play the Ace, if he holds it. 

8. Do not play last trump on second round of an adversary's 

long suit. 

9. At the eleventh trick, holding best and fourth best trumps, 

do not overti'ump a right hand adversary wlio has 

trumped with second or third best trump and still holds 

the other. 

One of the first habits of memory to form in whist is to note 

when a suit goes around three times, and is renounced only by 

one player on the third round. Evidently two of the suit then 

remain out. 

If the higher is led through the player (second hand), who just 
renounced, and he declines to trump it, the leader's partner 
(third hand) should not trump the trick, — 

(1.) If the suit was originally led by the fouith hand; nor 
(2.) If the suit was originally led by the partner, and he did 
not indicate five in his hand. 
In each of these cases, the fourth hand must hold the thir- 
teenth and lower card of the suit. 
If the indications plainly show that the leader had five original- 
ly, or that the fourth hand has none left, then the third hand 
should trump high, if at all. Without such indications, the third 
hand may trump low. But in both cases, he may decline to be 
forced (see 3 above). 



THE PLAY OF THE FOURTH HAND. 43 



THE FOURTH HAND. 

In g-eneral, the play of the fourth hand is to win the 
trick if against him, and to win it as cheaply as pos- 
sible. 

By winning with a highest of a sequence and returning 
the lov\^est, it can he shown that the player has the re- 
mainder of tlie sequence. 

Sometimes it is necessary to win a trick already 
belong'ing' to partner; in order to get out of his way 
in a suit in which he holds good cards, or to lead up to a 
weak fourth hand ; as for instance — 

Wlien, late in tlie liand, a suit is led which is evidently your 
partner's, and in whicli you liold King and one small one ; 
play the King even if the trick is already your partner's. 
Then lead the low througli the strong second hand, and up to 
the weak fourth hand. 

'J'oward the end of a hand you may refuse to win a 

trieli, in order to get the left hand adversary to lead up 

to your tenace, or guarded second. 

Refuse to win a trick if by so doing you give up your sole 
power of re-entry, — when by retaining the card of re-entry, you 
wovild have a chance to get the lead after trumps were out, and 
thus to make two or more tricks. 

The fourth hand, renouncing", should generally 
trump the trick. But (compare 3, p. 42) he should 
refuse to win a trick, and thus to spoil his hand by 
giving up his strength in trumps, especially if his part- 
ner has shown a weak hand. 

N. B. Do not play last trump on the second round of an 
adversary's long suit. 



44 DIRECTIONS FOR DISCARDING. 



THE DISCARD. 

In general, discard from your weakest suit. But if 
trumps are declared ag'ainst you, discard from 
your strongest suit, in order to inform your partner. 

But do not un^uard an honor, nor blank an 
ace, especiall}' in an adversary's suit ; moreover, early in 
the hand, do not discard a sing-leton, unless your 
partner is strong in trumps. 

If your left hand adversary will have the lead next 
round, a discard from a suit in which you hold a tenace, 
may deceive him into leading up to it. 

With complete command of a suit, you may discard 
the highest, if you wish to inform your partner of the 
fact. 

If your discard must be from one of two suits, con- 
taining the same number of cards, discard from the one 
in which you will be left best protected. 



CONCLUSION. 

One last word to characterize as a delusion the idea 
that any one can learn to play whist from a book. To 
become a whist-player, one must learn to see what is tak- 
ing place before his eyes, and to comprehend the mean- 
ing of it. When facts are seen and understood, no eflbrt 
is required to remember them. 



CONCLUSION. 45 

It is utterly useless then, perhaps worse,— confusincr — 
to attempt to eoininit to memory any du'ection herein 
stated, before one is in the habit of recognizing the 
situation to which it refers. - Tlie beginner in whist will 
get most advantage from this book by reading it solely 
for the purpose of getting some idea of w^hat he is to 
look for in the progress of a game. 

The author of this compilation has not intended to in- 
troduce anything into it that is not supported by good 
authority. In the statement of so many general and 
specific directions, he cannot hope to have escaped errors 
and omissions. Indulgence is asked for them, in the 
hope that the work may challenge such friendly criticism 
among lovers of whist, that they may be pointed out and 
corrected in a later edition. 



^^^%^^ 



I 



ERRATA. 

On page 19, last line of the tal)le, read -'lowest bat one" ijistead 
of '• lowest"; also in E, page 20, and in 3 and 4 page 21. 

On page 21, direction IIF., insert **Eroni suits of four, the lowest 
is led; from suits of live, the lowest but one." 

On page 24, A. 2. the reference should read **See page 40." 



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